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02.16.02
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Title                   : Once Upon Atrocity
Filenames               : ne_sp06
			  ne_sp06.txt
Author                  : necros
Email Address           : necros@planetquake.com
Website			: http://www.planetquake.com/necros
Description             : Single Player Level for Quake, with a Q3A Gothic Feel, and relentless gameplay.
			  This is a sequel to n3sp03 - "At the Gates of Midian" but is designed to be played from 			  scratch (No weapons from the previous level).

Other levels by Author	: ne_empty/ne_sp04  - "The Emptiness Without"   (Q1SP)
			  n3sp03            - "The Gates of Midian"     (Q1SP)
			  ne1_q2dm          - "Cosin Law"               (Q2DM)
			  n3sp02            - "Castle Necrosis"         (Q1SP)
			  n3_100b.bsp       - "oH gOd!"                 (Q1SP, 100B)

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* Play Information *

Single Player           : Yes
Coop starts		: Yes (Some modified code?)
Deathmatch              : Nope
Difficulty Settings     : Yes
Music Track		: No
GLQuake Supported	: Yes, Transparent Water Supported.
SoftwareQuake Supported : Yes.  But it looks ugly.  I recommend regular GLQuake.
Engine Extensions	: No

* Construction *

Base                    : Scratch
Editor(s)               : Quark 4.07
Known Bugs              : R_Speeds?
Build Time              : --
Textures used           : Extensive use of Q3A Block10 set; 2 Unreal; 1 from "The Middle Evil" which I hybridized.  			  Other misc ones from Q1 Metal/Runic.  (Also some blood from Zer)
Compile machine         : AMD 1GHz 256 Mb RAM
Compile tools:		: WQBSP, Tyrlite, Rvis+.
WQBSP                   : 735 sec
Tyrlite (extra)		: 5034 sec
RVis+ (level 4)         : 16682 sec
  	
Brushes                 : 3992
Entities		: 1216

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* Story *


	After defeating the monsters at the very gates of midian, you plunge down into the darkness.  You hit the ground hard.  The wooden room pulsates, and there is a single button sitting in front of you, begging to be pushed. 

	You walk over to it, but the ground is slick with blood, and you are tired.  You slip and fall.  Your head hits the ground, and you are plunged into darkness.

	You awaken.  Gone is the small wooden room, and the single, pulsating button.  You lay on a cold stone floor underneath a massive metal bridge.  The sky is the same deep crimson which you left on earth, but the world has changed -- You are in Midian now.  

	You look around at the massive courtyard, and you think back.  Maybe you hit the button when you fell, and it brought you here.  In anycase, your mission has not changed.  You must kill the demons, as you had first set out to do, and close the doorway from Midian to Earth forever.

	But...  There are things in Midian, which are more evil than even you can imagine.  There's also the question of how will you get back to earth...

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* Information/Notes *

	This map is definitely one of the largest maps I've made to date, and, unfortunatly, can run rather slow on some older systems.  It averages about 800 to 1200 Wpoly count in most areas, and the main courtyard, and rear area (with bridge, and caves) runs the slowest (May go as high as 2000-2500 WPoly).  This is due, in part, to too much interconnectivity, and too much detail (and that I've not quite mastered Vis Blocking yet).  I could possibly have removed some detail from the larger areas, but decided against it.  In short, if this doesn't run smooth for you, I'm sorry.

*** There are also certain minor gameplay changes to take note of:
1.  Keys no longer get removed from your inventory when you open a keydoor.  They stay with you, so you can unlock      other like-key doors.
2.  Subtle Ammo changes, are in effect.  You can now carry up to 150 cells, and cells get used up 1/2 as fast.  The     ammo boxes for cells give 1/2 the amount.  This has the effect of changing your effective carrying capacity for     cells to 300!
3.  Nails have undergone the same change.  Everything uses/gives 1/2 the original amount, which means you can carry     400 nails.
4.  The Lightning gun, also aims much better.  (It gets 'refreshed' every 0.01 seconds now.)
5.  Certain monsters have changed. :)
6.  Since the two new keys aren't displayed on the Status Bar, you may forget what keys you have.  If you do, type     "impulse 100" into the console to get a listing. (You may consider binding this to a key...)

Note on textures:  A lot of textures have fullbrights.  I'm not a texture artist, and every shot I took at fixing the textures left me with some fullbrights here and there, and a generally ugly texture.  If your only able to run quake in Software mode, then, there is nothing you can do.  If you are running with GLQuake, then your fine.  If your using a custom engine, which supports Fullbrights, I strongly suggest you disable this 'feature'.

Note of the Nail packs:  I started running out of edicts near the end, so, to free some up, I removed the larger wads of item_spikes, and instead, put in backpacks with lots of nails (100 or so).  Don't worry.  Just pick 'em up. You won't run out.  ;)

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* Credits *

Hrm...  Well, lots of thanking and crediting are in order here.  To ID software, for obvious reasons.  Also to Epic Mega Games, and Jean-Marc Gruninger the author of "The Middle Evil", both of which for textures.

Armin Rigo for Quark407's map editor.  The multipurpose nature of Quark also made making this easier.  Thanks to Pete Callaway for QPed (Although It failed me a bit at the end...), and Cable Hicks for adQuedit (which made fixing things sooo much easier, not to mention the sprites).  
Thanks to:  Ken Alverson for WQBSP.exe, Tyrann for tyrlite.exe and Tyrann (again) for Rvis2 (rvis+)
A few other d0ods too, which I'm sure I forgot.  Sorry.  If you see something here, and you suspect yourself to be the one that made it possible, consider yourself thanked.  ;)

The Dragon model is from the Rogue Mission pack.  It's an amazing model, and worked really well for what I had intended for Saffron.  All other Models/Skins/Sprites were made by me (necros).

The Ending Music is by CoF: www.theorderofthedragon.com.

Thanks to my Beta testers:  RPG, Tronyn, Stubgaard, Azazel, and other people who I may have forgot... you know who you are.  Thanks to the people at QMap, for misc help (like map fuck ups).  Also people at Pipeline for feedback.  Also thanks to the people on #tf.  Funny lot, you are.  :)

Thanks to other people who have helped me, and do and/or don't know it.

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* Installation *

Unzip pak0.pak and autoexec.cfg to quake\ne_sp06\.  The Pak File contains all required files.  Now, run quake with the command line '-game ne_sp06 -winmem24'

You can also use Dos Prompt with this command line: quake -winmem 24(or higher) \ glquake -heapsize 24000(or higher) -game ne_sp06.  Please note:  Winmem 24 is minimum.  Also, it might be advisable to run this on a computer with at least a PII 400 Processor with some good amounts of RAM (Like 64), and a good, OpenGL compatible video card, as it runs rather slow on older systems due to high R_Speeds.

Note: Grey Flash will occur in Winquake and SWQuake, so use the included autoexec.cfg to fix this.  (Higher settings may be needed (I was unable to test in winquake), so set them in the autoexec.cfg accordingly.  (Sorry for the inconvieniance.)

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* Copyright / Permissions *

Commercial distribution of this material, in whole or in part, requires
prior agreement with the author.  Commercial distribution includes any
means by which the user has to pay either for the support (e.g. CD-ROM,
or magazine CD-ROM)or for the material itself.  Unauthorized commercial
distribution is prohibited.
However, you may distribute this Pak File for free by any means,
provided this Text file is included, and the .pak file, or .zip archive
has not been tampered with in any way.

 2001 necros

QUAKE is a registered trademark of Idsoftware, Inc.
All other names are trademark of their respective owners...

Ok, done, finally. =)  Wow!  You read this whole thing!  Get this boy/girl a medal! ;)


yes.  i know saffron is a plant. :)